import pygame, sys def bouncing_rect(): global x_speed, y_speed, other_speed, collision_tolerance moving_rect.x += x_speed moving_rect.y += y_speed if moving_rect.right >= screen_width or moving_rect.left <= 0: x_speed *= -1 if moving_rect.bottom >= screen_height or moving_rect.top <= 0: y_speed *= -1 collision_tolerance = 10 if moving_rect.colliderect(other_rect): if abs(other_rect.top - moving_rect.bottom) < collision_tolerance and y_speed > 0: y_speed *= -1 if abs(other_rect.bottom - moving_rect.top) < collision_tolerance and y_speed < 0: y_speed *= -1 if abs(other_rect.right - moving_rect.left) < collision_tolerance and x_speed < 0: x_speed *= -1 if abs(other_rect.left - moving_rect.right) < collision_tolerance and x_speed > 0: x_speed *= -1 other_rect.y += other_speed if other_rect.top <= 0 + collision_tolerance or other_rect.bottom >= screen_height + collision_tolerance: other_speed *= -1 pygame.draw.rect(screen, (255,255,255), moving_rect) pygame.draw.rect(screen, (255,0,0), other_rect) pygame.init() clock = pygame.time.Clock() screen_width,screen_height = 800,800 screen = pygame.display.set_mode((screen_width,screen_height)) moving_rect = pygame.Rect(350,350,100,100) x_speed, y_speed = 5, 4 other_rect = pygame.Rect(300,600,200,100) other_speed = 2 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((30,30,30)) bouncing_rect() pygame.display.flip() clock.tick(30)